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stlcarlos989
SVER True Blood Public Disorder.
155
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Posted - 2013.06.22 01:03:00 -
[1] - Quote
The problem is that the difference in splash and direct damage of the Flalock is 11% and for the large missiles its 80%. Whats worse is that the splash damage of the STANDARD flaylock is 195 and the prototype accelerated missile is 104 could someone please explain how that makes sense. |
stlcarlos989
SVER True Blood Public Disorder.
156
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Posted - 2013.06.22 01:19:00 -
[2] - Quote
Sloth9230 wrote:stlcarlos989 wrote:The problem is that the difference in splash and direct damage of the Flalock is 11% and for the large missiles its 80%. Whats worse is that the splash damage of the STANDARD flaylock is 195 and the prototype accelerated missile is 104 could someone please explain how that makes sense. Proto small missile turrets do like 200 splash damage, maybe "smaller = better"
Right because logically small explosive should do more damage than large explosives. |
stlcarlos989
SVER True Blood Public Disorder.
158
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Posted - 2013.06.23 13:27:00 -
[3] - Quote
For those who mentioned reload speed, the flaylock's base reload speed is 2.5s, the AR reload speed at rapid reload level 5 is 2.55s. |
stlcarlos989
SVER True Blood Public Disorder.
158
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Posted - 2013.06.23 14:14:00 -
[4] - Quote
R'adeh Hunt wrote:stlcarlos989 wrote:For those who mentioned reload speed, the flaylock's base reload speed is 2.5s, the AR reload speed at rapid reload level 5 is 2.55s. Yes...and it's a light weapon...one that does even more damage and has a significantly longer range. Everything has drawbacks. What's your point? It seems like your cherry-picking stats to "prove your point"
I was pointing out reload speeds but there are also people who use 2 core flaylocks and just swap them to get off 6 shots before having to reload. Also the core flaylock has a 2.5m radius which is 8.2ft and does does 246.675 splash damage at level 5 proficiency (I have lvl 5 for the AR with 7mil total SP). So thats a possible 740.025 and if you have 2 flaylocks its 1480.05 in a matter of seconds and thats with no damage mods. Lets say you don't have any proficiency then its 643.5 or 1287 with 2 from splash that has an 8.2 ft radius not to mention if the enemy is in armor its even more effective.
The Core Flaylock's is broken because 1) 2.5m splash radius 2) 11% difference between direct and splash 3) Ability to carry 2 allowing for 6 shots before reloading 4) 643.5 base splash damage for 3 shots is enough to kill most dropsuits 5) It only takes 45 CPU and 2 PG to equip |
stlcarlos989
SVER True Blood Public Disorder.
158
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Posted - 2013.06.23 14:36:00 -
[5] - Quote
R'adeh Hunt wrote:stlcarlos989 wrote:R'adeh Hunt wrote:stlcarlos989 wrote:For those who mentioned reload speed, the flaylock's base reload speed is 2.5s, the AR reload speed at rapid reload level 5 is 2.55s. Yes...and it's a light weapon...one that does even more damage and has a significantly longer range. Everything has drawbacks. What's your point? It seems like your cherry-picking stats to "prove your point" I was pointing out reload speeds but there are also people who use 2 core flaylocks and just swap them to get off 6 shots before having to reload. Also the core flaylock has a 2.5m radius which is 8.2ft and does does 246.675 splash damage at level 5 proficiency (I have lvl 5 for the AR with 7mil total SP). So thats a possible 740.025 and if you have 2 flaylocks its 1480.05 in a matter of seconds and thats with no damage mods. Lets say you don't have any proficiency then its 643.5 or 1287 with 2 from splash that has an 8.2 ft radius not to mention if the enemy is in armor its even more effective. The Core Flaylock's is broken because 1) 2.5m splash radius 2) 11% difference between direct and splash 3) Ability to carry 2 allowing for 6 shots before reloading 4) 643.5 base splash damage for 3 shots is enough to kill most dropsuits 5) It only takes 45 CPU and 2 PG to equip So wait...your basis for saying it's overpowered is by looking at the most extreme scenario with everything maxed? For crying out loud, you can do that with pretty much every gun and then claim it's OP Yes, you can carry 2...but you can also carry two SP and get comparable damage. You're also assuming every shot hits...which simply isn't realistic unless you're facing a bad players. The splash damage is needed because of the slower bullet flight time, you need to lead shots way more...and are way more susceptible to good players who don't move in dumb predictable patterns...learn doing that and you would stop whining ;) If you lose to a flaylock as a proto AR user you are A) bad at moving, B) bad at situational awareness, and C) apparently too dumb to take advantage of your better range. Learn to play the game and stop whining. And again, the second you miss, you're at a massive disadvantage and essentially dead unless your opponent is a moron.
reread my post I listed the base stats as well and the base stats are what makes it OP the max stats are what make it ridiculous. |
stlcarlos989
SVER True Blood Public Disorder.
158
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Posted - 2013.06.23 14:42:00 -
[6] - Quote
R'adeh Hunt wrote:The base stats aren't overpowered given that it's a PROTO weapon. And again, it has enough drawbacks to compensate for its damage output.
Seems like you simply haven't adapted to cope against flaylocks with your cookie-cutter AR setup...or your situational awareness sucks. Probably both ;)
I run a cal logi so I have plenty of shields and I destroy flaylock users with my proficiency 5 duovolle, my points are about it ridiculously OP against people who run armor tanking dropsuits. Also your points about range mean that a Heavy is just screwed against these because HMGs have to be close and flaylocks are extra effective against armor. |
stlcarlos989
SVER True Blood Public Disorder.
158
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Posted - 2013.06.23 14:58:00 -
[7] - Quote
It has a huge splash radius and a ton of splash damage, reduce one of those and it will be fine. |
stlcarlos989
SVER True Blood Public Disorder.
158
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Posted - 2013.06.23 15:03:00 -
[8] - Quote
R'adeh Hunt wrote:stlcarlos989 wrote:R'adeh Hunt wrote:The base stats aren't overpowered given that it's a PROTO weapon. And again, it has enough drawbacks to compensate for its damage output.
Seems like you simply haven't adapted to cope against flaylocks with your cookie-cutter AR setup...or your situational awareness sucks. Probably both ;) I run a cal logi so I have plenty of shields and I destroy flaylock users with my proficiency 5 duovolle, my points are about it ridiculously OP against people who run armor tanking dropsuits. Also your points about range mean that a Heavy is just screwed against these because HMGs have to be close and flaylocks are extra effective against armor. So wait...you don't have any issues as a shield user, but your aim is to also make it worthless against armor tankers? Sounds reasonable If a heavy user loses to a flaylock user his situational awareness simply sucks...which isn't a sign that the flaylock is OP Just to prove how wrong you are, in order for a flaylock to win against a heavy, he needs to hit with every single shot...because once he has to reload, he's toast. PS: Not surprised you run the FOTM though, seems like those whining the hardest are those running cookie-cutter setups and are then angry if anyone comes even close to being as effective as they are.
He doesn't have to hit any shots because he has an 8.2ft splash radius and almost 650 base splash that is extra effective against armor. |
stlcarlos989
SVER True Blood Public Disorder.
158
|
Posted - 2013.06.23 15:12:00 -
[9] - Quote
R'adeh Hunt wrote:stlcarlos989 wrote:R'adeh Hunt wrote:stlcarlos989 wrote:R'adeh Hunt wrote:The base stats aren't overpowered given that it's a PROTO weapon. And again, it has enough drawbacks to compensate for its damage output.
Seems like you simply haven't adapted to cope against flaylocks with your cookie-cutter AR setup...or your situational awareness sucks. Probably both ;) I run a cal logi so I have plenty of shields and I destroy flaylock users with my proficiency 5 duovolle, my points are about it ridiculously OP against people who run armor tanking dropsuits. Also your points about range mean that a Heavy is just screwed against these because HMGs have to be close and flaylocks are extra effective against armor. So wait...you don't have any issues as a shield user, but your aim is to also make it worthless against armor tankers? Sounds reasonable If a heavy user loses to a flaylock user his situational awareness simply sucks...which isn't a sign that the flaylock is OP Just to prove how wrong you are, in order for a flaylock to win against a heavy, he needs to hit with every single shot...because once he has to reload, he's toast. PS: Not surprised you run the FOTM though, seems like those whining the hardest are those running cookie-cutter setups and are then angry if anyone comes even close to being as effective as they are. He doesn't have to hit any shots because he has an 8.2ft splash radius and almost 650 base splash that is extra effective against armor Again, that's if his splash damage hits every single time...which is only possible if the opponent is standing still or moving in predictable dumb patterns...which is the opponents fault because he clearly sucks at the game. If he doesn't face a dumb opponent and/or doesn't hit every splash damage, he's basically toast because the opponent has 2.5sec to shoot at him while he reloads. Your essentially trying to balance a weapon against dumb players who suck Love how you mention how it's "extra effective against armor" while conveniently leaving out the FACT that it completely sucks against shields.
Ok I'll explain again . Heavies are so slow they can't out strafe the splash radius and because its explosive damage its even better against armor they have almost no chance against it.
Let me reiterate I use a cal logi I'm not trying to nerf it because it effects me but because its so damn powerful against heavies. |
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